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Redlynne

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Everything posted by Redlynne

  1. I actually use the Celestial Aura (Body - Combat) colored pure white on my Peacebringer (who I have in white armor) so it looks like her Kheldian power is manifesting above and beyond the use of her powers in Human form.
  2. Misinterpretation of what I was saying. Power Siphon, as a power, would either be ON or OFF. If you recast before the duration expires, then Power Siphon would simply overwrite itself to extend the duration, rather than any kind of stacking of Power Siphon nonsense. Instead, what would happen is that the other powers in the set would be recoded to do one thing while Power Siphon was OFF and the same thing "but more" while Power Siphon was ON. It would look a lot like how Swap Ammo works for Dual Pistols (except that's a toggle rather than a click) or how Momentum works for Titan Weapons (works one way without it and a different way with it). So to give you a more concrete example here's how things would restructure. Original Quick Strike (Scrapper) effects Self: Grant power: Power Siphon If source.Mode?(kSiphonMode) Target: 39.41 Smashing damage 13.14 Energy damage 0.7 Knockback (25% chance) 0.7 Knockback (25% chance) 59.29 Smashing damage 19.76 Energy damage 79.05 Energy damage (5% chance) 52.55 Energy damage (5% chance) If (target.arch == Class_Minion_Grunt) or (target.arch == Class_Minion_Small) or (target.arch == Class_Minion_Pets) or (target.arch == Class_Minion_Swarm) 52.55 Energy damage (10% chance) If not ((target.arch == Class_Minion_Grunt) or (target.arch == Class_Minion_Small) or (target.arch == Class_Minion_Pets) or (target.arch == Class_Minion_Swarm) or (target.enttype == player)) -5.625% Dmg(Smashing, Lethal, Fire, Cold, Energy, Negative) for 4s Basically, the only thing I would be changing would be the Self (Grant Power) parts and the -Damage part. Everything else would remain as is. Here's how that would shift. First, you delete the whole Self (Grant Power) stuff entirely. Second, you do this instead ... and I'm going to write the programming in layman's terms just for clarity of intent. Self: +5.625% Dmg(Smashing, Lethal, Fire, Cold, Energy, Negative) for 8s if Power Siphon active Target: -5.625% Dmg(Smashing, Lethal, Fire, Cold, Energy, Negative) for 4s if Power Siphon not active -5.625% Dmg(Smashing, Lethal, Fire, Cold, Energy, Negative) for 8s if Power Siphon active Now I want you to pay attention to the icon, which if you mouseover you will realize is the "Does not stack from same caster" icon you see on powers at City of Data. As you can see, the "Does not stack from same caster" attribute is in effect when Power Siphon is NOT active, but then gets removed when Power Siphon IS active, allowing the +/- Damage effect to be stacked when using Quick Strike. The only other change that I've made here is to double the duration of the +/- Damage effect while Power Siphon is active so as to enable "deeper" stacking of the effect with repeated uses. The Damage buff/debuff factor is a straight 1 to 1 of debuff them to buff you. Also note that the attack applies the exact same Damage debuff amount per attack whether Power Siphon is active or not. The only difference is that when Power Siphon is OFF there is no "leeching" of Damage buffing, the duration of the effect is half what it would be with Power Siphon ON ... AND while Power Siphon is OFF the effect does not stack, while with Power Siphon ON the effect DOES stack with itself. Apply the same formula to all the other Kinetic Melee powers, in which the Damage buff/debuff offers 2x duration and +Damage to Self for that duration in equal measure to the -Damage debuff and the "Does not stack from same caster" limitation is REMOVED while Power Siphon is ON and you've basically created a conditional under which Kinetic Melee behaves one way without Power Siphon ... and a different way with Power Siphon. At that point, you can start to quibble over how long the +/- Damage multipliers to duration ought to be (I'm picking 2x here just for simplicity of illustration of concept) as well as how long the duration on Power Siphon itself (as a buff enabling these changes in all the other powers) ought to be. Taking a quick perusal of the Scrapper Kinetic Melee powerset on City of Data, I see base durations for +/- Damage effects at 4, 5, 7 and 8 seconds ... which with a 2x multiplier would turn into 8, 10, 14 and 16 seconds of duration under Power Siphon using this framework. Note that the way this would work out in actual gameplay would broadly mimic the ramp up/ramp down of how Power Siphon works currently ... except that by tying it into the powers themselves this way, the ramp up/ramp down would depend greatly upon the "shape" of the attack chain being used while Power Siphon is active, since different chains would result in different ramp up/ramp down stacking and timing behaviors. It might become necessary to rebalance the duration of Power Siphon from 20s down to something like 12-15s due to this enabling of stacking behavior, because those buffs/debuffs will "overhang" beyond the duration that Power Siphon itself remains active. For example, a power like Burst with a 7s base duration would have a 14s duration if activated while Power Siphon is active ... meaning that if Burst was activated at 14s of elapsed Power Siphon duration, the effects of Burst would take advantage of the Power Siphon "enabling" of effects, which would initiate at 16.67s after Power Siphon activated (due to animation time of 2.67s on Burst). The +/- Damage buff/debuff effects from Burst would then expire at 14s after that at 30.67s after Power Siphon had begun its effects. -1.93s ... Activate Power Siphon, begin animation +0s ... Power Siphon animation ends and effects begin [...] +14s ... Activate Burst, begin animation +15s ... Power Siphon buff expires +16.67s ... Burst animation ends and +/- Damage buff/debuff enabled by Power Siphon begins because power was Activated while Power Siphon was in effect +30.67s ... +/- Damage buff/debuff enabled by Power Siphon expires So I'm thinking that "shaving" the duration on Power Siphon down from 20s to 15s would be warranted, so as to maintain the 30s overall duration of ramp up/ramp down behavior would remain in force. You'd be able to stack the +/- Damage buff/debuff higher thanks to the enabled ability to stack those buffs (and the AoEs would be extremely useful for this!) but the amount of +Damage buffing to yourself could potentially diverge from the -Damage debuff stacking on individual $Targets ... because if you switch $Targets, you might still have +Damage buffing stacked from elsewhere but haven't built up as deep a stack of -Damage debuffing onto that specific individual $Target yet. This would be a differential factor in use of AoEs (due to the "many of them, only one of me" factor) mainly, but also a point to remember when switching single targets. Just because your +Damage buff is X doesn't mean that the -Damage debuff on anything and everything you hit will ALSO ipso facto be X as well. Against a single hard target like a GM/AV it probably will be, but against Minions and Rikti Monkeys ... not so much ... so there's some interesting peculiarities in different use cases as to the relative "value" of the +/- Damage buff/debuff element based on how "concentrated" you make your attacks on particular $Targets. Hope that helps explain better.
  3. Minimum chance is 5% plus 1.5% multiplied by the PPM rate. So a 1 PPM will have a 6.5% minimum chance to proc. And even if that sounds low, if you're using the power A LOT (such as every 3 seconds) then you get to take advantage of the Chuck Lots Of Dice!! method of making the proc happen more often than you would otherwise expect it to. I exploited this to the maximum degree possible with my Ninja/Time/Mace Mastermind build by slotting the Decimation Build Up proc into Snap Shot, which has an incredibly short animation and recharge time ... so short, in fact, that I was actually able to use the minimum proc chance cap to INCREASE proc chances over time and repeated uses(!) above what they would have been if I had been slotting Decimation into any other powers. In other words, putting the Decimation Build Up proc into a fast animating and fast recharging power like Pistols can be a HUGE advantage ... particularly if you're able to "blend" that Build Up proc with AoE attacks, where the Build Up effect will buff the damage production onto EVERY $Target that the AoEs are hitting, not just some of them like you would usually see with a damage proc.
  4. Not if we choose the weapon ...
  5. For easy testing you could take a high level character into The Hollows or Perez Park so as to find large clusters of Greys which you can then unload Hail of Bullets into as "test dummies" that won't attack before you're ready and likely won't be able to respond before they're defeated by Hail of Bullets. You'll overcap on Accuracy (so as to remove that variable) thanks to level shifting so your combat log will only show the relevant portion you're wanting to test ... Hail of Bullets used against piles of $Targets in a cluster.
  6. Power Siphon seems to use the clunkiest game mechanics possible on Brutes, Scrappers and Tankers that is just far too gimicky because of the implementation of the Grant Power buff method it uses. I keep wondering what Kinetic Melee would be like if the whole -Damage to $Target(s) for +Damage to You system were reworked in a way that means while Power Siphon is not in effect, the -Damage to $Target(s) effects of Kinetic Melee powers do not stack from the same caster ... but as soon as Power Siphon is in effect, and for the duration of Power Siphon's effect, that limitation gets altered ... such that with Power Siphon running the -Damage to $Target(s) effects of Kinetic Melee powers CAN stack from the same caster(!) AND those same powers will also add +Damage buffing to the caster which can ALSO stack for the same caster. In other words, Power Siphon would behave more like a "Limit Break" type of release on the +/- Damage potential of Kinetic Melee. Such a change would (of course) mean that you would get the greatest benefit out of Power Siphon by having greater uptime, so as to be able to work "outside" the limits of the "does not stack from same caster" limitations on the powers. And at that point, you give Concentrated Strike a reason to exist as an instant recharge of Power Siphon, granting increased uptime on Power Siphon regardless of overall build recharge affecting Power Siphon. You can either mega global recharge your way to a high proportion of uptime on Power Siphon, or you can "shortcut" your way there with high critical hit chances culminating in Concentrated Strike without mega global recharge. I'm thinking that the whole Do The Same Thing But Without The Limitations™ factor would have been a better implementation of Power Siphon on Brutes, Scrappers and Tankers for the "roller coaster ride" feeling that the powerset was aiming for but didn't quite manage to reach.
  7. Peacebringers don't have an equivalent to Stygian Circle. Then again, when built right, Peacebringers don't NEED a counterpart to Stygian Circle ... The biggest difference is going to be in Dwarf form. For the Warshade, their Dwarf heal is a leeching attack ... while for a Peacebringer, their heal is simply a buff (to HP) and not an attack at all. This means that in Dwarf form the balance of damage output is going to be different on a Peacebringer than it is for a Warshade, not even counting the Mire factor. In Human form, the two heals (self and other as separate powers) are both worth taking, even if you only use them as set mules or as One Slot Wonder™ powers. Having the heal other power can sometimes make a difference in teams, and will help you earn the healing badges. Warshades are "too selfish" (by design) to have a native power that heals anyone besides themselves.
  8. 2.5 million INF may be a pittance for a Level 50 sugar daddy ... but it's a pretty steep cost for anyone who is leveling up and doesn't already have a Level 50 to "hand me down" plenty of INF from.
  9. Was able to scrape together enough time today in between dodging phone calls for my Day Job™ to reconstruct the build and ... something interesting happened. The biggest change was simply dropping Energy Torrent and replacing it with the Primal Mastery shield power, so as to cannibalize the 5 slots that had previously been allocated to Energy Torrent. I also pulled the (now unnecessary) extra slot from Dimension Shift. That then gave me enough "loose" slots to allocate 5 slots to Crush (so it could take the Entropic Chaos and later Ranged Purple 50 set), 4 slots to Time's Juncture (so it could take the Dark Watcher's Despair set) and 4 slots to Time Stop (so it could take a Basilisk's Gaze set). I then reorganized the use of Controller ATOs and managed to wind up using all 12 of them from the two sets, but the configuration ultimately became 5/1 and 5/1 since I wanted procs to go with the 5 slotting of the ATOs, but still managed to find uses for the "leftover" 1 enhancement from each set. All of that then let me put Overpowering Presence back into Wormhole so that when Wormhole gets used an Energy Font will be spawned to help keep Stun mag stacked on the dogpile of XP that's funneled through the Wormhole (in a Stunned state). I also swapped Preventative Medicine and Regenerative Tissue between Temporal Mending and Temporal Selection, so that Temporal Mending can apply an Absorb shield to anyone under 50% HP when healed by Temporal Mending (I'm hoping). Overall, it's a decent upgrade over the present v3.0.1 build, especially after the disconnect/failure of the Energy Font proc when slotted into Dimension Shift. Still learning how to leverage the positioning and timing of Dimension Shift in concert with Time's Juncture to increase the ... helplessness factor ... of piles of XP who need to faceplant. Just the subtleties of positioning and tactics alone using those two powers can get VERY interesting!
  10. Habits from 8 years ago. We didn't have "easy access" to Attuned Enhancements back then like we do now. Level 27 (locked) slots retain their set bonuses all the way down to Level 24, which is the upper end of the 20-24 Contact bracket. Level 31 (locked) slots retain their set bonuses all the way down to Level 28, which matches the upper boundary of Moonfire Task Force in Striga (and the 25-29 Contact bracket).
  11. Try seeing if you can put the detonator on your Force Field Drone ...
  12. So I've been messing about with my Gravity/Time Controller (now Level 16 and very nearly 17!) and I was churning through a lot of Defeat 15 Lost in Skyway and Defeat 20 Clockworks in Faultline and I kept trying to use Dimension Shift to proc an Energy Font and it just kept not happening. The proc chance on initial casting ought to be this: But for some reason is simply will not proc even once after a dozen casts. Which makes me think that there might be something up with the Overpowering Presence ATO itself and how it interacts with Dimension Shift. Bare minimum though, it's starting to look like the slotting I've got for this is going to be a bust and I'll need to reshuffle slots all over again for an updated version. Fortunately, reworking my Mind/Nature/Primal Controller has given me some ideas on how to do exactly that.
  13. And people (like me) accuse me of writing walls of text ...
  14. I decline to support this proposal.
  15. A duo of Thugs/TA? The Rebels Are Doomed™ ... 😎
  16. Pretty sure. If you have doubts ... there's always the test server and Target Analyzers. Good thing we've got an answer!
  17. I've done a little research on Dual Pistols on a Defender ... you should be able to port over a significant portion of that to a Corruptor ...
  18. Actually, that's incorrect (technically). What's happening with those is that IO proc is causing the $Target to cast the effect onto themself which is why it doesn't stack from PCs. If more than one of those IOs (of the same kind) proc then it causes the $Target to recast the effect onto themself, which then runs afoul of the "does not stack from same caster" rule which is why the effect "overwrites" to extend the duration rather than stacking so that you've 2x the effect for a portion of the duration. So the rule is still good. You just have to understand that for some effects it's not YOU casting the effect upon them for a debuff, but rather THEM being forced to cast the effect upon themselves(!) for the debuff ... and that the "does not stack from same caster" rule still applies. That's because Tanker Bruising (now removed) operated using the same "force them to cast the debuff on themselves" programming to enforce the effect.
  19. Beast/Kinetics Mastermind. You can thank me later ... after she "saves" your dogs and cats from Bad Guys plenty of times.
  20. I checked the Leaderboard and @Taki got 90 positive upvotes yesterday ... and deserved every single one of them.
  21. Two words ... Gravity Kinetics ... you're welcome.
  22. Server Status Link You saw what I was pulling my info from. If you want to use the same source to make that determination ... have at it. My expectation is that the number of dualboxes and/or AE farms ought to be present but not necessarily a deciding factor, as far as this goes.
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